kristus
Megablast!

Posts: 10272
Registered: 07-00 |
printz said:
Is it for Hexen or ZDoomHexen?
I've not entierly decided on that yet. Maybe I will aim at Zdoom, Vavoom and/or EE. But currently it's looking at supporting "limitless".
Fenriswolf said:
I was waiting for some high-quality-hexen-wads vor a very long time now.
The screenshots look promising.
Are you working with a Hub system like Hexen does? So how many hubs there will be?
As have I been. But in the end it's just best to stop waiting and do it yourself. :)
I've not quite decided for or against hubs either. I doubt I'll use the hubs system though. Unless they're used for something like Strife or RTC 3057 I am not convinced of their usefulness. Who knows though. It's possible that I will use them in ways that Morrowind and Terminator Future Shock did where it's used to enter buildings etc. But that would most likely be an exception rather than a rule. I want to carry on what I set up in Curse game play wise. So while the game play will be quite different as the games are very different in that regard, they will have strong parallels.
Gez said:
Still, there are two inside it that I made (originally for another project) and that I think could be used in Hexen.
D'Sparil stained glass in the same style as the fighter/cleric/mage stained glasses:
I did notice them, and yes. They would work in Hexen, specially since they are native to that game. But I really have no reason to do that, since D'sparil won't be there, and the regular stained glass textures from Hexen does the same job essentially.
Gez said:
Better to use ZDoom's ACC with the -h switch. There are a few ACS features which have bytecode for them, but that do not exist for Hexen's ACC. Take the for(init; check; iteration) loop, for instance. It's perfectly possible to have them in vanilla BEHAVIOR lumps, but the Raven ACC doesn't know about them. It's something Randy discovered a long time ago.
I'm not a person familiar with ACS, and I doubt I will spend much time to learn it for whatever I decide to use in this mod. It's possible I'll ask someone more familiar with it to help me. Though the information is interesting and helpful, as it will allow me to do the basics on my own. And maybe I will end up being self reliant enough to not warrant any outside help.
Mechadon said:
Awesome, glad to hear your making a sequel. Although I'm not as familiar with Hexen as I am with Heretic, I'm sure this will be nothing short of awesome if it's connected to the first Curse of D'sparil.
Thanks, though the connections with Curse of D'sparil is really just as much as Heretic and Hexen were. The stories don't truly tie together, other than having a base backstory to go from. In the case of Curse1 and 2 though, it's more about the two projects having similar ideal foundations.
Mechadon said:
What you've got so far is looking pretty good in my opinion. I've never really toyed around with Hexen's texture set at all so I'm not familiar with it's pros/cons. But it seems to me that if you don't want to rip textures (from any game), and if your looking for more colors/trims, you could probably get away with just making some edits from Hexen's original textures. Atleast that's probably what I would do, although having to do that would mean a longer development cycle.
Yeah, I've not toyed before either. I was pretty surprised actually as I looked through what was there. I suppose the level designers of Hexen deserve a pat on the back for not making me notice it so much when I played. I really had expected to find more there. But after looking at the textures and seeing what I saw, I went through the maps and studied them, and they sort of withered when I looked closer. Just like I wanted to make Heretic better, I also want to make Hexen better... for me. :p
Mechadon said:
Well I'm sure you'll figure out something. I'm definitely looking forward to this ;)
Thanks. So do I. ;)
Last edited by kristus on 02-20-10 at 16:04
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